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Make activity zone prompts loc::gettext'ed at display time
The translations for the prompts used to be looked up at creation time (when the room is loaded or the activity zone is otherwise spawned), which meant they would persist through changing the language while in-game. This would look especially weird when the languages you switch between use different fonts, as the prompt would show up in the old language in the new language's font. This problem is now fixed by letting the activity zone block keep around the English prompt instead of the translated prompt, and letting the prompt be translated at display time. This fixes a big part of the reason I was going to disable changing the language while in-game; I might only need to do it while textboxes are active now! :)
This commit is contained in:
committed by
Misa Elizabeth Kai
parent
fd84922a92
commit
700aa4aaa0
@@ -2388,15 +2388,21 @@ void gamerender(void)
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float act_alpha = graphics.lerp(game.prev_act_fade, game.act_fade) / 10.0f;
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if(game.act_fade>5 || game.prev_act_fade>5)
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{
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const char* prompt = game.activity_lastprompt.c_str();
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if (game.activity_gettext)
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{
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prompt = loc::gettext(prompt);
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}
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char buffer[SCREEN_WIDTH_CHARS + 1];
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const char* final_string = interact_prompt(
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buffer,
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sizeof(buffer),
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game.activity_lastprompt.c_str()
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prompt
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);
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uint8_t text_r, text_g, text_b;
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uint32_t text_flags = game.activity_print_flags | PR_BRIGHTNESS(act_alpha*255) | PR_CJK_LOW | PR_CEN;
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uint32_t text_flags = (game.activity_gettext ? PR_FONT_INTERFACE : PR_FONT_LEVEL)
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| PR_BRIGHTNESS(act_alpha*255) | PR_CJK_LOW | PR_CEN;
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if (game.activity_r == 0 && game.activity_g == 0 && game.activity_b == 0)
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{
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